Geeky

Who Is Sphero?

Sphero began the connected play revolution in 2010 by creating something unlike anything – and they never stopped. They fuse robotic and digital technology into immersive entertainment experiences that ignite imagination and defy expectation. Optimized by data and powered by fun, these ever-evolving experiences are changing the way the world thinks about play.

2010 – 2 Dudes Go to Tech StarsAdam meets Ian. Ian meets Adam. Soon they began controlling the world around them with smartphones, because they could. Adam & Ian meet Paul & Jim, who started mentoring the duo. Maybe they’re something great here…

2010 – They Got The Ball RollingRedefining play experiences became the company focus. It started with an app-enabled robotic ball. Ian & Adam developed. They refined. They redeveloped. They redefined. We pitched to investors. We won more than trust. Sphero was born.

2011 – The Big RevealConnected Play was revealed to the world at CES 2011. The public reacted. Sphero received too many pre-orders. Hardware was manufactured. Software was developed. Sleep was rare. Shipments went out just before Christmas. Their robots hit American retail shelves.

2012 – Cats, Bacon, And BotsTheir engineers began hacking the evolution of Sphero. More apps were developed. They created marketing campaigns centered around robots, bacon and cats. The weirdness worked. Domestic retailer demand was high. People wanted Their balls.

2013 – Round 2.0Sphero 2.0 was revealed at CES 2013. Global distribution began. Sleep was very rare. Sphero 2.0 launched. It was faster, brighter, and smarter than ever. Even more apps were developed. Customers were happy. Very happy.

2014 – They Picked Up The SpeedThey studied play pattern data. Prototyping began on ‘’Project 2B’’. Their team grew. More apps were developed. Sleep was super rare. They revealed ‘’2B’’ at CES 2014. ‘’2B’’ launched in 2014 as Ollie, the future of app-enabled racing. Ollie sold like hot-cakes.

2014 – Dropped Mad KnowledgeThe SPRK education curriculum launched, after years of meetup groups where they taught kids how to program. Sphero began appearing in classrooms across the world. The community thrives with 15,000 participating schools, 5,000 teachers, and 100,000 kids.

2015 – A Long Time Ago In A Galaxy Far AwayThey were invited to Disney Accelerator Program. “Project Rayve” began. They gave this project all they had. App-enabled BB-8™ launched and sold out in the first day. It achieved toy-of-the-year status. They dropped the mic. Then picked it up… because They’re just getting started.

Squad Goals

This is the dream team. They are the ones defining the future of fun. They’re equal parts innovator, nerd, genius, joker, hustler, and a tiny bit of cool, when they have their moments. They work hard. Theye play harder. They also eat a lot of bagels.